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3D-Coat v. 4.5

3D-Coat v. 4.5

Price: $370.00 USD


3D-Coat 4.5

3D-Coat is the one application that has all of the tools that you need to take your 3D idea from a block of digital clay all the way to a production ready, fully textured, organic or hard surface model.

This model was textured in 3D-Coat 4.5 using smart materials and physically based rendering:

Click and drag to move, scroll to zoom!

Voxel Sculpting

Start sculpting without restriction using voxel technology - no worries about topology.

Voxel sculpting allows you sculpt without any topological constraints and create complex details out of thin air! You can dynamically change your sculpture, fundamentally, without worrying about topology. This approach gives you an absolute feeling of freedom in sculpting. It is not based on surface deformation but on volume building and filling. Feel like a true artist here, don't think about polygons and structure, just express yourself as an artist!

Traditional and Volumetric Sculpting Comparison

  • Traditional sculpting can result in stretched polygons.
  • Larger alterations to the topology can be difficult, (if not impossible), with traditional sculpting tools.

A True Artist's Tool
  • Artists want to draw, to sculpt, to create - the last thing they want to think about is the geometry of an object.
  • They want to focus more of their time on form and texture, and less on polygons and edge flow.
  • They want to feel like an Artist, rather than an engineer.

Volumetric Sculpting Principles

  • Voxels are dots in spg.jpace with a value between 0 and 1
  • A marching cubes algorithm allows you to modify the actual volume of an object rather than just the surface.

Voxel Operations Examples

Voxel Sculpting Example: Coral Reef
  • Using “Move”
  • Cutting holes
  • Merging objects

  • Pay particular attention to the moray eel and the tentacles on the jelly fish
  • 3D-Coat has a powerful system of curve manipulation

Voxel Sculpting Example
  • You can use any closed OBJ file as a profile
  • You can create basic forms very quickly
  • You can put details on objects (chains, hoses, stitches, rivets, buckles, etc.)

Hair Example
  • Hair is also made using curves.
  • Curves can be merged at the pen location or be positioned arbitrarily in space.


  • In addition to voxel operations, there are a full set of tools that are familiar to ZB/MB users.
  • Surface deformation with masking, fine detailing, etc.
  • Transpose – Adjusting the object's position, local rotation, translation, and scaling.

Technical Considerations
  • Manipulating hundreds of millions of voxels require a highly organized dataflow.
  • Our voxel optimization routines allow a complex voxel model to be created with the same amount of RAM as a similarly structured polygonal model.
  • 20 million voxel polygons can easily be manipulated, even without hardware acceleration, (CUDA).

Using CUDA
  • NVidia CUDA is supported as an option for voxel calculation acceleration.
  • NVidia 8, 9, 2 series
  • Even an inexpensive NVidia graphics card (120$ - 220$) can increase acceleration 4-7 times

  • Realtime (up to 50 million triangles)
  • User created shaders
  • Offline rendering

A sculpture can be easily Retopologized and Textured

Rendering by Deadman21

Painting With Layers

Create photo-realistic textures for your models with as many layers and blending effects as you need.

Per pixel painting is a fast and precise painting approach. Allows layered color and displacement painting over low-poly and high-poly meshes without initial geometry distortion. With this method you can paint directly on your mesh to a texture map, this is ideal for low-poly game assets. You can import a normal map to use as a guide.

These images demonstrate normal map baking from high- to low-poly model, and texturing with layers of color, specular, bump (depth).

Painting in 3D-Coat has full-featured layer functionality


UV-mapping has never been so easy! You can create or edit existing UV sets with an intuitive and flexible set of tools.

If your 3D model doesn't have a UV-set or you want to change an existing one or you've just retopologized your voxel sculpture and like to make a UV-set you are able to do all these things right within 3D-Coat in a very fast way.

3D-Coat offers powerful tools for making and editing UV-sets. You can edit separate UV islands, faces, edges or vertices. There is a possibility to manage several UV-sets.

Three unwrapping algorithms: ABF++, LSCM and Planar

Three display types: No checker, Simple checker, Complex checker


Create new topology from scratch or adjust existing topology with the most powerful set of tools in the industry!


Revolutionary to the Industry! Auto-retopology, (AUTOPO), with user defined guides for accurate edge loops. Use a convenient wizard to help you identify desired areas of mesh density and to define the flow of edge loops.

  • Non-connected objects are supported.
  • Import you objects directly for AUTOPO from the "File/Import" menu. It will automatically close holes, convert to voxels, and create a practical, organized mesh.
  • AUTOPO automatically cleans up any non-manifold topology to avoid any subsequent problems
  • Total number of triangles, quads and n-gons are visible in the Retopo Room. Each polygon type can be individually selected, for clarification and identification.
  • Vertex picking in retopo room has been improved.

Manual Retopology Toolset

Watch this short demo:

Retopo Creature in 3d Coat

Live demo of manual retopology made by Juan Carlos Montes


System Requirements
  • OS: Windows 2000, XP, Vista, 7, 8; OS X 10.7 (Lion) or later; Linux
  • CPU: 1.2 GHz or better
  • RAM: 512Mb (4096 recommended)
  • Video: Radeon 9600/Nvidia 5600 128Mb (256 recommended) or better
  • DirectX 9.0c or better for Windows, OpenGL 2.0 for MacOS

Main Features:

  • Physically Based Rendering & Smart Materials Introduced

  • Physically based rendering (PBR) is rendering of objects with some of material's properties being taken into account.
  • Metals and non-metals (insulators) reflect and scatter light differently. Albedo, energy conservation, fresnel effect, and complex structure of relief also gives its influence into visual appearance of the surface.
  • Insulators are materials that have a pronounced diffuse scattering and weakly expressed specular (plastic, fabric , wood, concrete, paint and so on). Due to the diffuse scattering , we can see that the red plastic is red. And due to the reflection we can see glares on the surface.
  • Metals (steel, iron, gold, copper, brass, silver, etc) are materials without diffuse scattering (diffusion is always black), but clearly marked with a colored reflection. Copper has a black diffusion and strong reflection of red color. Gold has a black diffusion and a bright yellow reflection. Silver has a black diffusion and bright white reflection.

Right out of the box PBR materials are sorted by their type: metals, plastic, wood, fabric, paint, rubber, etc.

  • Layer Groups Introduced! Now interaction with Adobe Photoshop® completely supported.
  • General Case of Symmetry Introduced! Now all tools support new Symmetry. Presets also support Symmetry (optionally). Symmetry dialog is now popup and dockable.

  • Seamless Painting Over Multiple UV Meshes!
  • Bas-Relief and Undercuts Now Have Tapering Angle. Useful for 3D-printing!

  • AntiBump Smoothing Method is Introduced! It allows to achieve ideally smooth surface even on a high-frequency details. AntiBump can be selected in a smoothing drop-down menu.

Paint Room Changes:
  • Compatibility/GGX/Blinn-phong shading. Compatibility shading preserves colors as well as previous 3D-Coat's shading but is able to use advantages of PBR.
  • HDR support for panoramas. Panoramas will be auto-levelled. Included several panoramas in Panoramas/ folder, set other default panorama:

  • Panorama manager included into navi panel.
  • Materials in 4.5 will not destroy 4.1 materials and vice versa. New materials have extension .pbrm instead of .xml. But if you want to use older materials • use Edit->Convert materials.
  • View separate channels • color/specular color/gloss/metalness.
  • RMB over material allows to re-fill with the material all non-transparent area. It allows easy changing the material used for layer.
  • Blending options for layers are organized better, operations separated into sections, gloss and metalness has now same options.
  • Quick access to layer's blending options • hover over layer, press small triangle that appears on the right.
  • 3D-Coat now can import object space normal maps (with auto conversion to tangent space). It guarantees normalmaps compatibility.
  • Normalmap layer may be locally magnified or reduced with Magnify tool.
  • Normalmapping standardized. Presets for normalmapping introduced. It is in Preferences, Import Dialog, Normalmap import dialog. It was a big investigation • usually software vendors does not share their methods of calculation of tangent space. So I was testing and checking a lot.
  • Normals/Tangentspace will be exported together with FBX, but in Maya you will need smooth normals from menu to show perfectly. Unity catches all well without additional actions (except it's own internal problems that we can't solve).
  • Realtime preview for Textures->Adjust->... Multi-threading optimization applied to adjust operations.
  • Improved interaction with photoshop in case of mirrored UV sets • you may paint on both of mirrored sides and they will be merged correctly.

View seams in paint room

  • Seamlessness of ppp painting improved, interpolation of pixels from other side is more accurate.
  • Super important change for painters in the newest version:

Retopo / UV / Render Rooms Changes:
  • Retopo with symmetry improved. Points will be automatically snapped and weld to the symmetry plane. It is especially important in non-virtual mirror mode.
  • New Retopo tool - Scale. It scales clusters individually.
  • Bevel, Select sharp edges got better dialog and realtime preview.
  • Retopo menu is split in 2 parts - Retopo and Bake.
  • Retopo groups has color palette now.
  • Hardsurface AUTOPO disabled if 'voxelize' is turned ON in AUTOPO dialog.
  • UV-sets names corrected - if symbol like “:” happens there - it will be replaced with “_” to be able to export textures correctly.
  • UDIM naming for UV-sets supported with tiled import.
  • Render room improved!

Sculpt Room Changes:
  • Primitives UI changed to icon-based style:
  • "Draw on plane" extended on Curves/Text/SnakeClay.
  • Objectify functionality: removing small flying noise, unifying small pieces, decomposing to child volumes, sorting by size.
  • Constructor tool introduced. It is Lego/Minecraft style of cell modeling - mainly aimed on children. Together with symmetry, Pose and Wrap it may help in more "serious" modeling as well.
  • Rapid brush tweaked to work closer to previous version but bake advantage from newer approach. This is done to preserve compatibility with presets.
  • Tapering introduced! Look icon near the radius control.
  • Rapid/Claws corrected to be less bumpy (but still rigid).
  • Noise tool introduced in Surface mode with realtime preview and infinite details. Pay special attention to anisotropic mode. It is good for natural stones. In Normal mode it's a good planet generator. This tool is only initial iteration for future noise tool, node editor expected there.
  • Vertical Lathe curve.
  • Pose tool got 3d lasso support.
  • Chisel, Flatten brushes tuned a lot. Now they easily produce flat surface even under aggressive sculpting. It should work much more predictable.
  • Primitives, Curves, Merge, Text parameters history window. It keeps history of primitives usage (Windows->Primitives history). It opens a way to non-destructive modeling. Further CutOff and possibly stroking history will be added.
  • "Rotate along stroke" tuned to avoid trajectory twisting, many surface brushes got trajectory improvement that should lead to more predictable sculpting.
  • Text primitive supports bending, text may be conformed to surface using bending with pen click or "Conform to surface" button.
  • Res+ in Surface mode subdivides whole mesh.
  • VoxTree RMB -> Put on ground, Lay on ground (Object will be moved and rotated to get physically stable position on the ground).
  • Toggle visibility / ghosting / isolate is in Geometry menu, hotkey may be assigned.

Other Features/Tweaks/Tunes:
  • Swap YZ option in Preferences (to work with editors that has Z-axis up) globally exchanges Y and Z everywhere (in dialogs, naming, etc).
  • Scripts updated a bit - naming in combo-boxes changed a bit for getting unique identifiers, some functions related to UV selection introduced, command line accessing.
  • Scripts will not be paused on inactive windows.
  • There is possibility to pick pivot point and axis directions in transform tool

  • Rect/Ellipse drawing types in “E-panel” may become square if 'Q' pressed (may be changed in settings).
  • Robot and Preview sphere models are included in the distributive.
  • "Apply" overrides Enter in all tools.
  • Rotate along stroke/strips does not lead to initial round spot in some tools.
  • Better support of high-poly meshes import via File->Import for vertex painting. It works faster and requires less memory.
  • Import images as mesh supports TIFF.
  • Tangent space/triangulation options introduced in Preferences.
  • GUI optimized a bit, FPS is increased.
  • Improved alphas creation from pictures, inserted extended hint to describe how picture will be transformed to alpha.

And, of course, lots of bugfixes, tweaks, tuning, and polishing!